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[Spoilers] Old Human Tourist: Empress of Azteca

Possible results for the hut (excluding the ones our scout can't get - barbs, healing and worker/settler):

ResultChances
High Gold1
Low Gold4
Map2
Warrior2
Scout1
Experience2
Tech2

- Is there a limit to the amount of experience our scout can get?
- Will we get our one-in-seven chance tech?
- Will we get great new information about the south pole?
- Is this our sixth hut?
- Did Azza's scout get eaten or something?

Staaaaaay tuned!
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I dunno if there is an XP limit, I sure hope so, because 15 XP scout does not sound too amazing.. tongue I think it's also impossible to get a warrior from RB Mod huts. I'm remembering that it was removed for the same reason why everyone starts with scouts nowadays.

I think it's our 7th hut now. We've got 4 times gold and 2 times XP. So we have got a decent amount of chances, now we just have to convert one..

And yeah, it seems very much like Azza's scout died early or simply has explored the areas west of him. Btw, Brickdoc's scout has not appeared next to our borders, if that remains the case for the next couple of turns I actually think they might have lost it too. When it comes to revealing map information I like our progress so far. nod
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
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Gah, stupid pauses.

Also very nice micro to finish the settler with exact hammers thumbsup
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Actually I think you can only get 10xp on a unit from huts.

If this is true then I'd claim the title of Noble of this thread. dancing


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Shall I update the first post?
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Turn 41

Aaaaaand the hut gives us...




.... -0.5 gold per turn in unit costs! crazyeye (new scout)

- I think we'll send one scout towards west and one scout tries to dodge lions and the reveal rest of our own tundra area. If it somehow manages to stay alive it can be used for fog-busting when settling new cities. Another option is to send them both west. Opinions?
- It looks like we also found the end of this world and we are indeed in the south. Or how do you interpret those icy forms coming out of the fog?
- It also seems that there is no southern path that connects ours and Azza's tundra areas. These tiles should all belong to Azza, but everything on the eastern side of that little canal could well be ours (unless we actually find out that we still have some crazy squeezed tundra neighbor south of us)

Azza's power graph:




Depending on Azza's tech choices we can now pretty much say that his military consists of 2 or 3 warriors. More careful interpretation has been the dark art specialty of OH so maybe he stares at this and Azza's score graph if he has too much free-time!

Couple things worth noting:
- Azza has not revolted into slavery yet (so if we would be mean/greedy/crazy there might be an opening - well we don't have copper connected or AH, if we could build chariots I might be tempted)
- Let's always remember that Pitboss graphs are two turns behind, so once we notice something dangerous (chariot-sized increases) it's almost too late already
- I left our EPs on Azza, we chatted about this with OH and we probably try to get Azza's research visibility ASAP (and also delay the date when Azza gets our graphs). Based on current map knowledge it seems that we are not bordering Brick+Mardoc, their graphs will be useful eventually, but for now we prioritize info on Azza.

And yeah, there should definitely be retep's description in the opening post. We need more people to share the blame when we actually screw things badly and die to barbs. tongue
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
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Updated post 1. Also one scout west and the other east - if he can get past those pesky lions - is good for me, I'd like to either uncover a land route to Cheater Hater or prove there isn't one.
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Turns 42-43

Settling our 3rd city went without accidents:




1. Those pigs and sheep resources in the west are constantly speaking to me, but I'm trying my best to convince myself that it would simply have been too aggressive to settle for them (especially because we don't produce any culture). Our dotmap is already far away from compact.. smoke
2. There is a bear with 1.5 health NW of Cornelius, it seems that Brick+Mardoc got indeed eaten.
3. I think I need to open our sandbox for the first time in couple of weeks. Cornelius is producing a warrior, but that won't finish for a long time and I guess I should check whether Barracks or Monument would make more sense
4. Azza had a 4k increase in soldier points, but that matches with him getting a tech (Wheel?) so I'm going to assume that it isn't a chariot, yet.. please

Our demos look once again prettier thanks to our new city and improved wet corn at city B:




Due to our 15-turn worker we should not belong to first ones founding a 3rd city, but possibly we are still in the faster half. Btw possible lurkers: Is the lurker civ being used much for reporting yet? This early it's really impossible to say anything about different starts, but e.g. a Turn 50 overview could be still interesting to see later mischief
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
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And for anyone interested in trying: Here is an updated sandbox. (I haven't bothered with recreation of all the far away land, but it should include all the relevant tiles)
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
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If the warrior won't get completed for so long that hammers start to decay I like starting the barracks - we'll probably be producing most of our units from Alfie and Cornelius so a head start on extra XP in one of them is good. The border pop isn't urgent (getting the peak in our territory to give vision will be great, but hiding where we are from Azza is also good) so there's no pressure to get it finished until we need the units, but starting it is good.

I'd be tempted to try getting some XP for a warrior using that bear... Can we spare one?

Continuing the poor-quality C&D on our neighbour:
Azza: Washington (EXP/CHA) of (Arabia Myst/Agri/Camel Archer/Madrassa)
T6 - 35 - got a tech from a hut (Mining)
T11 - 41 - researched a tech (Fishing, Mono, Poly or Masonry)
T17 - 42 - grew cap to size 2
T18 - Warrior
T20 - 45 - 3 points for land and grew cap to size 3
T23 - Warrior
T25 - 50 - 5 points for land
T28 - 56 - researched a tech (BW)
T34 - 62 - tech (Hunting, AH or Masonry/Med/Poly + Warrior)
T35 - 63 - Settled city 2
T42 - 70 - tech (Wheel)

So if you can see any Hunting resources pastured in his land we know he can't make chariots yet. If you see any Camps set up then we need to look out for 4000 soldier increases on the graph... TBH I don't think I've seen Azza rush anyone before he got horse archers. If we had Jowy, Seven or Krill as a neighbour I'd be more worried.
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